デフォルト表紙
市場調査レポート
商品コード
1622076

ロケーションベースVR市場:コンポーネント、技術、エンドユーザー、地域別、2024年~2031年

Location-based Virtual Reality Market by Component (Hardware, Software), Technology (2-Dimensional, 3-Dimensional), End-user (Amusement Parks, Family Entertainment Centers, Gaming Arcades), & Region for 2024-2031


出版日
ページ情報
英文 202 Pages
納期
2~3営業日
ロケーションベースVR市場:コンポーネント、技術、エンドユーザー、地域別、2024年~2031年
出版日: 2024年08月04日
発行: Verified Market Research
ページ情報: 英文 202 Pages
納期: 2~3営業日
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概要

ロケーションベースVR市場の評価2024-2031

ロケーションベースVR(LBVR)市場は、VRハードウェアとソフトウェアの技術的進歩により、LBVRを没入型エンターテイメント体験のためのますます魅力的で実現可能なオプションとして位置づけ、上向きに推進されています。Verified Market Researchのアナリストによると、ロケーションベースVR市場は、2024年の67億8,000万米ドルから2031年には714億2,000万米ドルの評価に達すると推定されます。

LBVR市場の急拡大は主に、ユニークで没入感のあるエンターテイメント体験に対する世界の需要の高まり、VR技術のコスト低下、ロケーションベースのエンターテイメント施設への投資の増加によってもたらされます。2024年から2031年にかけて、同市場はCAGR34.21%で成長すると予測されています。

ロケーションベースVR市場定義/概要

ロケーションベースVR(LBVR)は、ユーザーの自宅ではなく、特定の物理的な場所や会場で体験するVRエンターテインメントの一形態と定義されます。LBVR体験では通常、ユーザーはVRヘッドセットやその他の感覚機器を装着し、特別に設計された物理的空間を移動しながら仮想環境に没入します。

さらに、LBVRはゲーム、教育体験、バーチャルツアー、トレーニングシミュレーションなど幅広い用途があります。遊園地、ファミリー・エンターテインメント・センター、博物館、その他の施設では、来場者にユニークで没入感のある体験を提供するために採用が進んでいます。この技術は、VRの没入的な性質と、物理的な空間を共有するという社会的な側面を組み合わせ、斬新なエンターテインメントの可能性を生み出しています。

ロケーションベースVR市場の成長を促進する要因は何か?

ユニークで没入感のあるエンターテインメント体験に対する消費者の需要が高まっています。伝統的な形態のエンターテインメントが家庭用オプションとの競合に直面する中、家庭では簡単に再現できないロケーションベースの体験がより魅力的になっています。LBVRは、他の形態のエンターテインメントでは実現が難しいレベルの没入感と双方向性を提供し、斬新な体験を求める消費者にとって魅力的な選択肢となっています。

VR技術に関連するコストは低下しています。VRハードウェアがより手頃で高性能になるにつれて、娯楽施設がLBVRセットアップに投資することがより現実的になっています。このコスト削減により、小規模なゲームセンターから大規模なテーマパークまで、幅広い事業者がLBVR市場に参入することが可能になっています。

さらに、ロケーションベースのエンターテインメント施設に対する投資も拡大しています。競合との競争の中で小売スペースが見直される中、多くの不動産開発業者やモールオーナーは、集客のために体験型アトラクションに目を向けています。LBVRは、この「リテール・エンターテインメント」へのシフトにおいて重要な技術であると考えられており、この分野への投資と拡大を促進しています。

さらに、VR技術の進歩は、LBVR体験の質と多様性を高めています。グラフィックス、触覚フィードバック、モーション・トラッキングの向上により、VR体験はより没入的でリアルなものとなっています。こうした技術開発はLBVRコンテンツの可能性を広げ、消費者と企業の双方をこの技術に惹きつけています。

ロケーションベースVRの市場導入がもたらす潜在的影響とは?

VRコンテンツの制作コストが高いことは、予測期間中、ロケーションベースVR業界にとって大きな障害となります。没入感のある魅力的なVR体験の開発には、技術、ソフトウェア、コンテンツ制作への大規模な投資が必要です。多くの企業は、プロの開発者の雇用、専用機器の入手、VRプラットフォーム向けのコンテンツの最適化にかかるコストが法外に高く、ロケーションベースVRソリューションの採用を制限しています。

目次

第1章 イントロダクション

  • 市場の定義
  • 市場セグメンテーション
  • 調査スケジュール
  • 前提条件
  • 限界

第2章 調査手法

  • データマイニング
  • 2次調査
  • 1次調査
  • 専門家の助言
  • クオリティチェック
  • 最終レビュー
  • データの三角測量
  • ボトムアップアプローチ
  • トップダウン・アプローチ
  • 調査の流れ

第3章 エグゼクティブサマリー

  • 市場概要
  • ロケーションベースVRの世界市場:地域別分析
  • ロケーションベースVRの世界市場:タイプ別
  • ロケーションベースVRの世界市場:用途別
  • 今後の市場機会
  • 世界市場内訳

第4章 市場展望

  • ロケーションベースVRの世界市場展望
  • 市場促進要因
    • VR技術導入の増加
    • 360度コンテンツの人気の高まり
  • 抑制要因
    • コンテンツ開発の高価格化
  • 機会
    • アテンダントレスVRステーションの普及
    • 平方フィートあたりの価格の最適化
    • 2019年、オペレーターはスタンドアローンヘッドセットの配備を進める。
    • 大手IPおよびファミリー向けエンターテインメント・ブランドがLB VRで成功を収める。
  • COVID-19がロケーションベースVR市場に与える影響
  • ポーターの5フォース分析

第5章 タイプ別市場

  • 概要
  • ハードウェア
  • ソフトウェア

第6章 用途別市場

  • 概要
  • VRアーケード
  • VRテーマパーク
  • VRシネマ

第7章 地域別市場

  • 概要
  • 北米
    • 北米市場スナップショット
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 欧州市場スナップショット
    • ドイツ
    • 英国
    • フランス
    • その他欧州
  • アジア太平洋
    • アジア太平洋市場スナップショット
    • 中国
    • 日本
    • インド
    • アジア太平洋地域のその他諸国
  • その他
    • 列市場スナップショット
    • 中東・アフリカ
    • ラテンアメリカ

第8章 競争情勢

  • 概要
  • 各社の市場ランキング分析

第9章 企業プロファイル

  • HTC VIVE(HTC CORPORATION)
  • OCULUS VR(META)
  • HOLOGATE
  • SURVIOS INC.
  • THE VOID LLC
  • VRSTUDIOS
  • ZERO LATENCY VR
  • EXIT REALITY VR
  • POSITRON
図表

LIST OF TABLES

  • TABLE 1 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 2 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 3 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY GEOGRAPHY, 2021 - 2028 (USD MILLION)
  • TABLE 4 NORTH AMERICA LOCATION-BASED VIRTUAL REALITY MARKET, BY COUNTRY, 2021 - 2028 (USD MILLION)
  • TABLE 5 NORTH AMERICA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 6 NORTH AMERICA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 7 U.S. LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 8 U.S. LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 9 CANADA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 10 CANADA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 11 MEXICO LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 12 MEXICO LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 13 EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY COUNTRY, 2021 - 2028 (USD MILLION)
  • TABLE 14 EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 15 EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 16 GERMANY LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 17 GERMANY LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 18 UK LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 19 UK LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 20 FRANCE LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 21 FRANCE LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 22 REST OF EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 23 REST OF EUROPE LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 24 ASIA PACIFIC LOCATION-BASED VIRTUAL REALITY MARKET, BY COUNTRY, 2021 - 2028 (USD MILLION)
  • TABLE 25 ASIA PACIFIC LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 26 ASIA PACIFICLOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 27 CHINA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 28 CHINA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 29 JAPAN LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 30 JAPAN LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 31 INDIA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 32 INDIA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 33 REST OF APAC LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 34 REST OF APAC LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 35 ROW LOCATION-BASED VIRTUAL REALITY MARKET, BY COUNTRY, 2021 - 2028 (USD MILLION)
  • TABLE 36 ROW LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 37 ROW LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 38 MIDDLE EAST AND AFRICA LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 39 MIDDLE EAST AND AFRICA LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 40 LATIN AMERICALOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE, 2021 - 2028 (USD MILLION)
  • TABLE 41 LATIN AMERICALOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION, 2021 - 2028 (USD MILLION)
  • TABLE 42 COMPANY MARKET RANKING ANALYSIS COMPANY RANKING
  • TABLE 43 HTC VIVE (HTC CORPORATION): PRODUCT BENCHMARKING
  • TABLE 44 HTC VIVE (HTC CORPORATION): KEY DEVELOPMENTS
  • TABLE 45 OCULUS VR: PRODUCT BENCHMARKING
  • TABLE 46 OCULUS VR: KEY DEVELOPMENTS
  • TABLE 47 HOLOGATE: PRODUCT BENCHMARKING
  • TABLE 48 HOLOGATE: KEY DEVELOPMENTS
  • TABLE 49 SURVIOS INC.: PRODUCT BENCHMARKING
  • TABLE 50 SURVIOS INC.: KEY DEVELOPMENTS
  • TABLE 51 THE VOID LLC: PRODUCT BENCHMARKING
  • TABLE 52 THE VOID LLC: KEY DEVELOPMENTS
  • TABLE 53 VRSTUDIOS: PRODUCT BENCHMARKING
  • TABLE 54 VRSTUDIOS: KEY DEVELOPMENTS
  • TABLE 55 ZERO LATENCY VR: PRODUCT BENCHMARKING
  • TABLE 56 ZERO LATENCY VR: KEY DEVELOPMENTS
  • TABLE 57 EXIT REALITY VR: PRODUCT BENCHMARKING
  • TABLE 58 EXIT REALITY VR: KEY DEVELOPMENTS
  • TABLE 59 POSITRON: PRODUCT BENCHMARKING
  • TABLE 60 POSITRON: KEY DEVELOPMENTS

LIST OF FIGURES

  • FIGURE 1 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET SEGMENTATION
  • FIGURE 2 RESEARCH TIMELINES
  • FIGURE 3 DATA TRIANGULATION
  • FIGURE 4 MARKET RESEARCH FLOW
  • FIGURE 5 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET OVERVIEW
  • FIGURE 6 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET GEOGRAPHICAL ANALYSIS, 2021-2028
  • FIGURE 7 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE (USD MILLION)
  • FIGURE 8 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION (USD MILLION)
  • FIGURE 9 FUTURE MARKET OPPORTUNITIES
  • FIGURE 10 NORTH AMERICA DOMINATED THE MARKET IN 2020
  • FIGURE 11 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET OUTLOOK
  • FIGURE 12 PORTER'S FIVE FORCES ANALYSIS FOR LOCATION-BASED VIRTUAL REALITY MARKET
  • FIGURE 13 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE
  • FIGURE 14 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION
  • FIGURE 15 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY GEOGRAPHY, 2021 - 2028 (USD MILLION)
  • FIGURE 16 NORTH AMERICA MARKET SNAPSHOT
  • FIGURE 17 U.S. MARKET SNAPSHOT
  • FIGURE 18 CANADA MARKET SNAPSHOT
  • FIGURE 19 MEXICO MARKET SNAPSHOT
  • FIGURE 20 EUROPE MARKET SNAPSHOT
  • FIGURE 21 GERMANY MARKET SNAPSHOT
  • FIGURE 22 UK MARKET SNAPSHOT
  • FIGURE 23 FRANCE MARKET SNAPSHOT
  • FIGURE 24 ASIA PACIFIC MARKET SNAPSHOT
  • FIGURE 25 CHINA MARKET SNAPSHOT
  • FIGURE 26 JAPAN MARKET SNAPSHOT
  • FIGURE 27 INDIA MARKET SNAPSHOT
  • FIGURE 28 ROW MARKET SNAPSHOT
  • FIGURE 29 HTC VIVE (HTC CORPORATION): COMPANY INSIGHT
  • FIGURE 30 HTC VIVE (HTC CORPORATION): SWOT ANALYSIS
  • FIGURE 31 OCULUS VR: COMPANY INSIGHT
  • FIGURE 32 OCULUS VR: SWOT ANALYSIS
  • FIGURE 33 HOLOGATE: COMPANY INSIGHT
  • FIGURE 34 HOLOGATE: SWOT ANALYSIS
  • FIGURE 35 SURVIOS INC.: COMPANY INSIGHT
  • FIGURE 36 THE VOID LLC: COMPANY INSIGHT
  • FIGURE 37 VRSTUDIOS: COMPANY INSIGHT
  • FIGURE 38 ZERO LATENCY VR COMPANY INSIGHT
  • FIGURE 39 EXIT REALITY VR: COMPANY INSIGHT
  • FIGURE 40 POSITRON: COMPANY INSIGHT
目次
Product Code: 15090

Location-based Virtual Reality Market Valuation 2024-2031

The location-based virtual reality (LBVR) market is being propelled upwards by technological advancements in VR hardware and software, positioning LBVR as an increasingly attractive and feasible option for immersive entertainment experiences. According to analysts from Verified Market Research, the location-based virtual reality market is estimated to reach a valuation of USD 71.42 Billion by 2031, up fromUSD 6.78 Billion valued in 2024.

The rapid expansion of the LBVR market is primarily driven by rising global demand for unique, immersive entertainment experiences, as well as decreasing costs of VR technology and increasing investments in location-based entertainment venues. It is projected that the market will grow at aCAGR of 34.21 % from 2024 to 2031.

Location-based Virtual Reality Market: Definition/Overview

Location-based virtual reality (LBVR) is defined as a form of VR entertainment that is experienced in a specific physical location or venue, rather than in a user's home. In LBVR experiences, users typically wear VR headsets and other sensory equipment to be immersed in a virtual environment while moving around in a specially designed physical space.

Furthermore, LBVR has a wide range of applications, including gaming, educational experiences, virtual tours, and training simulations. It is being increasingly adopted by amusement parks, family entertainment centers, museums, and other venues to offer unique, immersive experiences to visitors. The technology combines the immersive nature of VR with the social aspect of shared physical spaces, creating novel entertainment possibilities.

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What Factors are Propelling the Growth of the Location-based Virtual Reality Market?

There is an increasing consumer demand for unique and immersive entertainment experiences. As traditional forms of entertainment face competition from home-based options, location-based experiences that cannot be easily replicated at home are becoming more attractive. LBVR offers a level of immersion and interactivity that is difficult to achieve with other forms of entertainment, making it a compelling option for consumers seeking novel experiences.

The costs associated with VR technology are decreasing. As VR hardware becomes more affordable and sophisticated, it becomes more feasible for entertainment venues to invest in LBVR setups. This cost reduction is making it possible for a wider range of businesses to enter the LBVR market, from small arcades to large theme parks.

Additionally, there is growing investment in location-based entertainment venues. As retail spaces are being reimagined in the face of e-commerce competition, many property developers and mall owners are turning to experience-based attractions to draw visitors. LBVR is seen as a key technology in this shift towards "retailtainment," driving investment and expansion in the sector.

Furthermore, advancements in VR technology are enhancing the quality and variety of LBVR experiences. Improvements in graphics, haptic feedback, and motion tracking are making VR experiences more immersive and realistic. These technological developments are expanding the possibilities for LBVR content, attracting both consumers and businesses to the technology.

What are the Potential Impacts of Location-Based Virtual Reality Adoption in the Market?

The high cost of generating VR content is a significant impediment to the location-based virtual reality industry over the forecast period. Developing immersive and compelling VR experiences necessitates major investments in technology, software, and content creation. Many businesses find the costs of employing professional developers, obtaining specialized equipment, and optimizing content for VR platforms prohibitively expensive, restricting their adoption of location-based VR solutions.

Category-Wise Acumens

What are the Drivers that Contribute to the Demand for Hardware in the LBVR Market?

According to VMR analysis, the hardware segment is estimated to dominate the market in the component segment during the forecast period. The hardware component of LBVR systems includes VR headsets, motion trackers, haptic devices, and powerful computers to run VR software. There is a continuous improvement in VR hardware technology. New generations of VR headsets offer higher-resolution displays, wider fields of view, and more comfortable designs, enhancing the overall user experience. These improvements are making LBVR more attractive to consumers and businesses alike.

Additionally, the development of specialized hardware for LBVR applications is contributing to market growth. This includes omnidirectional treadmills, haptic suits, and other devices that enhance the immersion and interactivity of LBVR experiences. As these technologies become more sophisticated and widely available, they are expected to drive further adoption of LBVR.

Furthermore, the decreasing cost of VR hardware is making it more accessible to a wider range of businesses. As production scales up and technology matures, the price of VR equipment is falling, allowing more venues to invest in LBVR setups.

What are the Potential Factors for the Growth of 3-Dimensional Technology in the Market?

The 3-dimensional technology segment is estimated to dominate the LBVR market during the forecast period. 3D technology in LBVR provides a more immersive and realistic experience compared to 2D alternatives. Advancements in 3D rendering technology are making it possible to create more detailed and realistic virtual environments. This enhanced realism is crucial for creating compelling LBVR experiences that keep users engaged and coming back for more.

Additionally, the increasing processing power of VR-capable computers is enabling more complex 3D environments to be rendered in real time. This allows for more interactive and dynamic LBVR experiences, further driving the adoption of 3D technology in the market.

Furthermore, user expectations are pushing the market towards more immersive 3D experiences. As consumers become more familiar with VR technology, they are demanding higher quality, more realistic virtual environments, which only be delivered through advanced 3D technology.

Country/Region-wise Acumens

What are the Key Factors that Contribute to Asia Pacific's Edge in the Market?

According to VMR Analyst, Asia Pacific is estimated to dominate the LBVR market during the forecast period. Asia-Pacific's edge in the Location-Based Virtual Reality (LBVR) market is driven by its advanced technological ecosystem. Countries like China, Japan, and South Korea lead in VR hardware and software development, with significant innovation and early adoption of innovative technologies. This technological advantage positions the region as a global leader in VR solutions.

The strong gaming and entertainment culture in the region also plays a vital role. VR has become increasingly popular in arcades, theme parks, and entertainment centers, particularly in China and Japan. This high consumer interest, paired with large investments in VR-based entertainment experiences, further propels the market's growth.

Furthermore, government initiatives and the adoption of VR in sectors like tourism and retail contribute to Asia-Pacific's dominance. China's 14th Five-Year Plan emphasizes support for VR, while VR-based attractions in shopping malls and tourist destinations continue to gain traction. Combined with a large and growing middle-class population, these factors create a conducive environment for the expansion of LBVR technologies in the region.

How Do Market Trends Shape the LBVR Landscape in North America?

The North American region is estimated to exhibit the highest growth within the LBVR market during the forecast period. The growing consumer interest in immersive experiences, especially in gaming and entertainment, is a major driver. VR arcades, theme parks, and entertainment centers are expanding, with large players investing in VR-based attractions to meet this demand.

North America, particularly the U.S., is home to some of the world's leading VR technology companies, which contribute to innovation in both hardware and software. The development of more affordable and high-quality VR systems has accelerated the growth of LBVR venues across the region.

Furthermore, LBVR is increasingly being adopted for corporate training and educational purposes. Companies and institutions are using VR for simulations, skill-building, and training, driving demand for location-based solutions that offer high-quality, immersive experiences.

Competitive Landscape

The LBVR market's competitive landscape is characterized by a mix of large technology companies, specialized VR firms, and location-based entertainment providers, all vying for market share in this rapidly growing industry.

Some of the prominent players operating in the location-based virtual reality market include:

The VOID

Zero Latency

Hologate

Sandbox VR

VRstudios

Dreamscape Immersive

Survios

Nomadic

SPACES

Neurogaming

Latest Developments

In March 2023, The VOID announced plans to relaunch its location-based VR experiences in partnership with Unibail-Rodamco-Westfield (URW). This partnership aims to bring The VOID's immersive VR experiences to URW's premier destinations across the U.S. and Europe.

In January 2023, Zero Latency unveiled its new "Far Cry VR" experience, developed in partnership with Ubisoft. This marks a trend of LBVR companies collaborating with major game developers to bring popular franchises into the location-based VR space.

Location-based Virtual Reality Market, By Category

  • Component:
  • Hardware
  • VR Headsets
  • Motion Trackers
  • Projectors and Displays
  • Software
  • Technology:

2-Dimensional

3-Dimensional

  • Region:
  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East & Africa

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 MARKET DEFINITION
  • 1.2 MARKET SEGMENTATION
  • 1.3 RESEARCH TIMELINES
  • 1.4 ASSUMPTIONS
  • 1.5 LIMITATIONS

2 RESEARCH METHODOLOGY

  • 2.1 DATA MINING
  • 2.2 SECONDARY RESEARCH
  • 2.3 PRIMARY RESEARCH
  • 2.4 SUBJECT MATTER EXPERT ADVICE
  • 2.5 QUALITY CHECK
  • 2.6 FINAL REVIEW
  • 2.7 DATA TRIANGULATION
  • 2.8 BOTTOM-UP APPROACH
  • 2.9 TOP-DOWN APPROACH
  • 2.1 RESEARCH FLOW

3 EXECUTIVE SUMMARY

  • 3.1 MARKET OVERVIEW
  • 3.2 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET GEOGRAPHICAL ANALYSIS (CAGR %)
  • 3.3 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY TYPE (USD MILLION)
  • 3.4 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET, BY APPLICATION (USD MILLION)
  • 3.5 FUTURE MARKET OPPORTUNITIES
  • 3.6 GLOBAL MARKET SPLIT

4 MARKET OUTLOOK

  • 4.1 GLOBAL LOCATION-BASED VIRTUAL REALITY MARKET OUTLOOK
  • 4.2 MARKET DRIVERS
    • 4.2.1 INCREASE IN THE IMPLEMENTATION OF VR TECHNOLOGY
    • 4.2.2 INCREASING POPULARITY OF 360-DEGREE CONTENT
  • 4.3 RESTRAINTS
    • 4.3.1 HIGH PRICING OF CONTENT DEVELOPMENT
  • 4.4 OPPORTUNITIES
    • 4.4.1 ATTENDANT-LESS VR STATIONS ARE BECOMING MORE POPULAR
    • 4.4.2 OPTIMIZING PRICE PER SQUARE FOOT
    • 4.4.3 OPERATORS WILL INCREASINGLY DEPLOY STANDALONE HEADSETS IN 2019
    • 4.4.4 MAJOR IP AND FAMILY-FRIENDLY ENTERTAINMENT BRANDS WILL FIND SUCCESS IN LB VR
  • 4.5 IMPACT OF COVID-19 ON LOCATION-BASED VIRTUAL REALITY MARKET
  • 4.6 PORTER'S FIVE FORCES ANALYSIS

5 MARKET, BY TYPE

  • 5.1 OVERVIEW
  • 5.1 HARDWARE
  • 5.2 SOFTWARE

6 MARKET, BY APPLICATION

  • 6.1 OVERVIEW
  • 6.2 VR ARCADES
  • 6.3 VR THEME PARKS
  • 6.4 VR CINEMAS

7 MARKET, BY GEOGRAPHY

  • 7.1 OVERVIEW
  • 7.2 NORTH AMERICA
    • 7.2.1 NORTH AMERICA MARKET SNAPSHOT
    • 7.2.2 U.S.
    • 7.2.3 CANADA
    • 7.2.4 MEXICO
  • 7.3 EUROPE
    • 7.3.1 EUROPE MARKET SNAPSHOT
    • 7.3.2 GERMANY
    • 7.3.3 UK
    • 7.3.4 FRANCE
    • 7.3.5 REST OF EUROPE
  • 7.4 ASIA PACIFIC
    • 7.4.1 ASIA PACIFIC MARKET SNAPSHOT
    • 7.4.2 CHINA
    • 7.4.3 JAPAN
    • 7.4.4 INDIA
    • 7.4.5 REST OF APAC
  • 7.5 ROW
    • 7.5.1 ROW MARKET SNAPSHOT
    • 7.5.2 MIDDLE EAST AND AFRICA
    • 7.5.3 LATIN AMERICA

8 COMPETITIVE LANDSCAPE

  • 8.1 OVERVIEW
  • 8.1 COMPANY MARKET RANKING ANALYSIS

9 COMPANY PROFILES

  • 9.1 HTC VIVE (HTC CORPORATION)
    • 9.1.1 COMPANY OVERVIEW
    • 9.1.2 COMPANY INSIGHTS
    • 9.1.3 PRODUCT BENCHMARKING
    • 9.1.4 KEY DEVELOPMENTS
    • 9.1.5 SWOT ANALYSIS
  • 9.2 OCULUS VR (META)
    • 9.2.1 COMPANY OVERVIEW
    • 9.2.2 COMPANY INSIGHTS
    • 9.2.3 PRODUCT BENCHMARKING
    • 9.2.4 KEY DEVELOPMENTS
    • 9.2.5 SWOT ANALYSIS
  • 9.3 HOLOGATE
    • 9.3.1 COMPANY OVERVIEW
    • 9.3.2 COMPANY INSIGHTS
    • 9.3.3 PRODUCT BENCHMARKING
    • 9.3.4 KEY DEVELOPMENTS
    • 9.3.5 SWOT ANALYSIS
  • 9.4 SURVIOS INC.
    • 9.4.1 COMPANY OVERVIEW
    • 9.4.2 COMPANY INSIGHTS
    • 9.4.3 PRODUCT BENCHMARKING
    • 9.4.4 KEY DEVELOPMENTS
  • 9.5 THE VOID LLC
    • 9.5.1 COMPANY OVERVIEW
    • 9.5.2 COMPANY INSIGHTS
    • 9.5.3 PRODUCT BENCHMARKING
  • 9.6 VRSTUDIOS
    • 9.6.1 COMPANY OVERVIEW
    • 9.6.2 COMPANY INSIGHTS
    • 9.6.3 PRODUCT BENCHMARKING
    • 9.6.4 KEY DEVELOPMENTS
  • 9.7 ZERO LATENCY VR
    • 9.7.1 COMPANY OVERVIEW
    • 9.7.2 COMPANY INSIGHTS
    • 9.7.3 PRODUCT BENCHMARKING
    • 9.7.4 KEY DEVELOPMENTS
  • 9.8 EXIT REALITY VR
    • 9.8.1 COMPANY OVERVIEW
    • 9.8.2 COMPANY INSIGHTS
    • 9.8.3 PRODUCT BENCHMARKING
    • 9.8.4 KEY DEVELOPMENTS
  • 9.9 POSITRON
    • 9.9.1 COMPANY OVERVIEW
    • 9.9.2 COMPANY INSIGHTS
    • 9.9.3 PRODUCT BENCHMARKING
    • 9.9.4 KEY DEVELOPMENTS